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Everything posted by wowgetoffyourcellphone
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Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
I just want to mention that the great tech tree by s0600204 now includes Delenda Est. So, you can now see some of the changes that the mod makes to the core game. http://s06eye.co.uk/0ad/techtree-v2/?mod[]=delenda_est The tech tree leaves some stuff out, but it give good idea what to expect. -
A enhancement idea would be to adjust the time cost in a building's tooltip with the number of builders you are selected. So if ou select 1 ptolemy builder to build a house, the tooltip would show 80 seconds to build the house. But if you have 10 builders selected the tooltip would show 20 seconds (or whatever it would be).
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Counter against Briton cavalry?
wowgetoffyourcellphone replied to Daxter's topic in General Discussion
40 sword cavalry costs a lot of money. They should be able to take down building pretty fast. If you've let the enemy get to your civ center with 40 sword cavalry unopposed, then you deserve to lose that civ center. The balance is all kind of screwed up right now with units, but 40 melee cavalry quickly destroying a civ center is not imbalanced itself. It should be easier for, say, spear infantry to kill those cavalry though. With hard counters removed this is difficult right now. -
Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
hi tau, what does your extended unitAI patch do? Does it just alter line 5070 or do other things too? Changing line 5070 did work to fix that queued gathering problem. Thanks. -
Iberian Skirmisher wrong animation
wowgetoffyourcellphone replied to Sanguivorant's topic in Bug reports
cannot confirm -
==[TASK]== Etruscan temple
wowgetoffyourcellphone replied to Micket's topic in Eyecandy, custom projects and misc.
I think it should be bigger than the regular Rome храм, but smaller than a wonder. -
Hello s0600204! Thanks for adding my mod! All of the building icons don't seem to be showing up. Is there something I can change to fix that for you? I like how your project can support more than 3 ages. Good job on that. Would be very useful for a mod that has a lot more ages (like a Rise of Nations).
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new Ai bot: Petra
wowgetoffyourcellphone replied to mimo's topic in Game Development & Technical Discussion
The repository is a working one. The mod is at version 0.0.1 after all. Noted. -
new Ai bot: Petra
wowgetoffyourcellphone replied to mimo's topic in Game Development & Technical Discussion
Oh, that must be a copy-paste error. Thanks for noticeing. -
new Ai bot: Petra
wowgetoffyourcellphone replied to mimo's topic in Game Development & Technical Discussion
Thanks. That did the trick. Not sure what happened either. I did not pewrsonally or intentionally change the order of initialisation. -
new Ai bot: Petra
wowgetoffyourcellphone replied to mimo's topic in Game Development & Technical Discussion
I don't remember changing anything like that though. So, I am confuse. I have not (consciously) changed when skirmisher units are initialised. -
new Ai bot: Petra
wowgetoffyourcellphone replied to mimo's topic in Game Development & Technical Discussion
I get this with latest AI (I have mod delenda est installed): WARNING: PlayerID 1 | Petra baseManager 1 problem with accessIndex 2 while metadata access is undefinedIt's possible I have changed a template in some way to hurt the AI's performance. What could this change be? -
Do defensive towers require archers?
wowgetoffyourcellphone replied to connloyalist's topic in Help & Feedback
The only ranged units you can garrison in a tower are infantry. -
Do defensive towers require archers?
wowgetoffyourcellphone replied to connloyalist's topic in Help & Feedback
I think it was originallyy meant to only hve ranged infantry add arrows: <BuildingAI> <DefaultArrowCount>1</DefaultArrowCount> <GarrisonArrowMultiplier>1</GarrisonArrowMultiplier> <GarrisonArrowClasses>Infantry Ranged</GarrisonArrowClasses> </BuildingAI>Otherwise you only need "Infantry" there. The classes list here do not work like other lists. -
The alpha 17 changes really are very very bad. Removing hard counters was a mistake and there are numerous bad decisions like the one pointed out in this thread. Spearmen get pierce attack, and to make them counter cavalry cavalry must have low pierce armor, right? But ranged units have pierce attack too. Ranged units are supposed to be countered by cavalry, but instead slaughter cavalry like hot knife through butter. And then you have a basic unit like swordsman who costs 3 different resources, food, wood, and iron. You have champion units (see Seleucid silver shield for example) who cost HUGE amounts of 3 resources too. You will have post after post of people trying to defend their decisions (the balancing branch people who basically have thrown the game's design into disarray), so it is very clear that they do not intend to change direction. It is good to experiment, but you should know when the experiment is a failure. The truth is the game's health just now relies on modding to fix game's balance.
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Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Started adding information for the civs. Some ideas I got from talking to Prod, some other ideas are expanded from the wfg wiki, and still more can be found in discussion on this very board. The specific bonuses and changes for each civ. Changes from vanilla 0 A.D. or additions will have an asterisk (*). Athenians Team Bonuses: - "Trade Alliances": Sea Trade +33% trade profit over ‘international’ routes between allies. NOT IMPLEMENTED. Civ Bonuses: - "Trademasters": Merchant Ships available at Village Phase.- "Double Harbor": The Carthaginian Shipyard is larger and has double the health of other shipyards, but costs 50% more.- "Mercenary Army": The Carthaginians have access to 3 different structures which can train mercenaries, who cost no population room. Special Buildings:- Celtic Embassy: Train Celtic mercenaries. Research improvements for these mercenaries.- Iberian Embassy: Train Iberian mercenaries. Research improvements for these mercenaries.- Italiote Embassy: Train Italian mercenaries. Research improvements for these mercenaries. Notable Technologies:- "Triple Walls of Carthage": Stone Walls 3x health, 2x build time, +50% cost.*- "Colonization": Civic Centers, Houses, and Temples -20% build time.- "Exploration": Ships and Traders +25% vision range.- "Numidian Mahouts": War Elephants +20% speed.*- "State-Issued Armor": Extra armor for temple champions.*- "Sacred Arsenal": Temple champions -20 metal cost.*Gauls Team Bonuses: - "The Silk Road": Land Traders +25% speed for allies.* NOT IMPLEMENTED. Civ Bonuses: - "A Hundred Nations": +10% Population Cap bonus (e.g., 330 instead of 300).- "Royal Road of Susa": Land Traders +25% Profitability per trip. Special Buildings:- Apadana: Train Persian heroes and Anusiya ("Immortals") champion infantry. Research additional special technologies.- Cavalry Stables: Train cavalry units and research cavalry upgrades. Notable Technologies:- "Hall of One Hundred Columns": All structures +25% health, but also +10% build time.*- "Nisean War Horses": Cavalry units +20% health, but also +10% train time.- "Immortals": Anusiya -50% train time, but also -10% health.- "Cyrus Cylinder" ("Human Rights"): Support Units -25% train time.* PLANNED: +50% Loyalty for support units and buildings.- "Equine Transports": Triremes unlock the ability to train cavalry units.- "Archery Tradition": Archer units +10% faster firing rate, train time reduced -25%, but health reduced -10%.- "Elephant Roundup": Unlocks training War Elephants at the Fortress.* PLANNED: Unlock ability to corral wild elephants. Future Wish List:- Toggle ability at the Apadana between Satrapy Tribute (a trickle of free resources) or Immortals (a stream of free Anusiya).Ptolemies Team Bonuses: - "Peloponnesian League": Allies can train Spartiate champion infantry. NOT IMPLEMENTED. Civ Bonuses: - "Othismos": Spartans can make use of the Phalanx formation without researching a technology. NOT IMPLEMENTED: TECHS UNLOCKING FORMATIONS.- "Laws of Lycurgus": Infantry rank promotion upgrades cost no resources, except time.*- "Spartan Womanhood": Spartan women cannot be captured (CAPTURING NOT IMPLEMENTED) and they can build Defense Towers and Palisades.- "Hellenization": Building a Theatron special building increases territory effect for all buildings +20%. Civ Penalties:- "A Wall of Men": Spartans cannot build Stone Walls for defense.- "Underdogs": The maximum population cap is reduced -10% for Sparta. Special Buildings:- Syssition: Train Spartan heroes and Spartiate champion infantry. Research additional military technologies.- Theatron: Build one to unleash the "Hellenization" bonus. Notable Technologies:- "Tyrtean Paeans": All units +10% walk speed.*- "The Agoge": Barracks +5 Population Cap and +1000 Health.- "Feminine Mystique": Female Citizens +50% Health, +2 Attack.* Future Wish List:- Needs some coding, but I would like to make the "Othismos"tech give Hoplites and Spartiates a minor "pushing" or "trample" effect. -
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I actually saw what you did in your patch! Figured out why you did that and agreed. I lowered it to 0.5 in my mod. Would also make more sense too if the buildings caught fire when damaged, so the sheep would want to evacuate. loll Another bad behavior: I cannot double-click and select all the sheep. This also happens with units propped on a Fortress or wall. EDIT: Okay, I tried in the sheep template to put roamdistance to 0 and this is what I get: ERROR: CXeromyces: Parse error: (null):0: Extra element FeedTimeMax in interleaveERROR: CXeromyces: Parse error: gaia/fauna_sheep:1: Element UnitAI failed to validate contentERROR: RelaxNGValidator: Validation failedERROR: Failed to validate entity template 'gaia/fauna_sheep'ERROR: Failed to load entity template 'gaia/fauna_sheep'So, I think the solution is to somehow flag the domestic animals to turn off roaming when garrisoned. I can't "hack" this behavior unfortunetly.
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<GarrisonHolder> <Max>10</Max> <EjectHealth>0.1</EjectHealth> <EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy> <List datatype="tokens">Animal</List> <BuffHeal>1</BuffHeal> <LoadingRange>4</LoadingRange> </GarrisonHolder>That is the <List datatype="tokens">Animal</List> line in the code.